Thanks Stephen, that's much appreciated.

The problem with Manny setup here is that he using Ultimapper - which as far as 
I am aware, cannot generate its maps across Multiple UV Tiles - it's all based 
on the default UV space (0-1).  So trying to generate my normal won't work with 
my character.  Actually - I've managed to output the normal easily within 
zBrush (or Mudbox if need be); the problem I have is how to wire multiple 
XSIMormalMap nodes together and input these into the material single 'Bump' 
input.

I saw there was a Mix8Vector node from a few years back - but this didn't seem 
to install correctly with XSI 64bit 2013.  I was thinking a node like this 
(somewhat similar to the Mix8Node) would be the way to go.  Not sure if there 
is a default Vector node in Softimage that would allow me to input multiple 
XSINormalMaps and then mix them using an 'add' operation?

Cheers

Saf

From: [email protected] 
[mailto:[email protected]] On Behalf Of Stephen Davidson
Sent: 29 December 2012 17:11
To: [email protected]
Subject: Re: Normal Maps and multiple tile UV set up

This should help:
http://vimeo.com/19399592
On Sat, Dec 29, 2012 at 9:37 AM, Sofronis Efstathiou 
<[email protected]<mailto:[email protected]>> wrote:
Hi all,

I'm having problems trying to get a number of normal map to work across a 
character which has a multiple tile UV set up.

In essence, I'm using three bits of software - Softimage, zBrush and Mari.  I'm 
using zBrush for the high res sculpt and generating the Normal Maps; Softimage 
for retopologising and the eventual final render, and Mari for creating the 
textures.  Currently it's a Multi patch/UV set up - I workflow I want to 
introduce to my students.  I'm keen to avoid Ultimapper at the moment; as I 
want to demonstrate a cross pipeline approach.

Everything is working fine until the final stage when I try to integrate the 
Normal maps in the Rendertree (diffuse and spec works well using mix8 colour 
nodes or the "Multipatch Texture setup plugin") .  I have 10 normal maps, all 
of which are offset in the UV editor.  However, I'm finding it hard to 
understand how to combine the normal maps into a single output and then plug 
this into the Materials Bump input.  Should I use the XSINormalMap node or just 
the Bump Map node? The XSINormalMap node has a UV Remap property in the 
Advanced tab - so this allows me to easily remap the normal maps into their 
correct UV Spaces - but  how do I combine the results of these nodes together 
to create a single Normal map calculation; which I plug into the Bump Option of 
the material?  I 'm not sure what vector math node (do I need one?) I need to 
use to accomplish this......texturing and shaders are not my strong points.

Any help much appreciated!  It's been driving me slightly loopy!  Too much 
turkey has hurt my brain...

Cheers and a belated merry Christmas..

Sofronis Efstathiou

Postgraduate Framework Leader
Computer Animation Academic Group
National Centre for Computer Animation

Email: [email protected]<mailto:[email protected]>

Tel: +44 (0) 1202 965805<tel:%2B44%20%280%29%201202%20965805>

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

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    [email protected]<mailto:[email protected]>

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